Shader "Unlit/OutLine"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _OutLineColor ("OutLineColor", Color) = (1,1,1,1)
        _OutLineWidth ("OutLineWidth", Range(0, 1)) = 0.01
    }
    SubShader
    {
        Tags
        {
            "RenderType"="Opaque"
            "Queue"="Transparent"
        }
        LOD 100

        Pass
        {
            Cull Front
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog
            #include "UnityCG.cginc"

            struct v2f
            {
                float4 vertex : POSITION;
            };

            fixed4 _OutLineColor;
            float _OutLineWidth;

            v2f vert(appdata_base v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex + _OutLineWidth * normalize(v.normal));
                return o;
            }


            fixed4 frag(v2f i) : SV_Target
            {
                return _OutLineColor;
            }
            ENDCG
        }



        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                return col;
            }
            ENDCG
        }
    }
    Fallback "Diffuse"
}